CumInCAD is a Cumulative Index about publications in Computer Aided Architectural Design
supported by the sibling associations ACADIA, CAADRIA, eCAADe, SIGraDi, ASCAAD and CAAD futures

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Hits 1 to 20 of 539

_id ga0118
id ga0118
authors Annunziato, Mauro and Pierucci, Piero
year 2001
title Learning and Contamination in Virtual Worlds
source International Conference on Generative Art
summary The most recent advances of artificial life scientific research are opening up a new frontier: the creation of simulated life environments populated by autonomous agents. In these environments artificial beings can interact, reproduce and evolve [4, 6, 15], and can be seen as laboratories whereto explore the emergence of social behaviors like competition, cooperation, relationships and communication [5, 7] . It is still not possible to approach a reasonable simulation of the incredible complexity of human or animal societies, but these environments can be used as a scientific orartistic tool to explore some basic aspects of the evolution [1, 2, 3, 9, 10, 11, 12, 13, 14]. The combination of these concepts with robotics technology or with immersive-interactive 3D environments (virtual reality) are changing quickly well known paradigms like digital life, manmachineinterface, virtual world. The virtual world metaphor becomes interesting when the artificial beings can develop some form of learning, increasing their performances, adaptation, and developing the ability to exchange information with human visitors. In this sense the evolution enhances the creative power and meaningful of these environments, and human visitors experience an emotion of a shift from a simplified simulation of the reality to a real immersion into an imaginary life. We may think that these realization are the first sparks of a new form of life: simulated for the soft-alife thinkers, real for the hard-alife thinkers, or a simple imaginary vision for the artists.
series other
email
more http://www.generativeart.com/
last changed 2003/11/21 15:15

_id da3a
authors Borges Sanches, Thais and Leão de Amorim, Arivaldo
year 2001
title AVALIAÇÃO DO USO DA SIMULAÇÃO COMPUTACIONAL EM PROJETOS DE ILUMINAÇÃO ARTIFICIAL (Evaluation of the Use of Computer Simulation for Artificial Illumination Projects)
source SIGraDi biobio2001 - [Proceedings of the 5th Iberoamerican Congress of Digital Graphics / ISBN 956-7813-12-4] Concepcion (Chile) 21-23 november 2001, pp. 95-97
summary This paper tries to evaluate the quantitative e qualitative aspects of the uses of the computational simulation for the analysis of enclosed environments light designs, and its feasibility in teaching in Architectural and Urbanism courses. The importance of this paper is associated with the determining of the illumination levels and its effects. Simulations were made with the Lightscape software in a specific room and their results were compared with the experimental measurements taken in that place. From this comparison it was possible to make the analysis of the software characteristics and to evaluate the advantages or disadvantages of its uses. The results confirm its feasibility as a tool for illumination simulation and its adequate uses in the teaching of environmental comfort. The good correlation achieved in visual effects derived from the lighting design and also the information of values related to illuminance and luminance for the simulated space support this affirmative.
series SIGRADI
email
last changed 2016/03/10 09:47

_id 40a6
authors Ennis, Gareth and Lindsay, Malcolm
year 2001
title VRGLASGOW.CO.UK implementation of internet multi-user functionality to Glasgow's virtual city
source Stellingwerff, Martijn and Verbeke, Johan (Eds.), ACCOLADE - Architecture, Collaboration, Design. Delft University Press (DUP Science) / ISBN 90-407-2216-1 / The Netherlands, pp. 135-142 [Book ordering info: m.c.stellingwerff@bk.tudelft.nl]
summary The development of the Virtual Reality Modelling Language (VRML) for the Internet has resulted in the emergence of a multiplicity of 3D web sites. The metaphor used by these sites varies enormously from virtual galleries to virtual cities and style varies from abstract to reality. Additionally these worlds are populated by virtual objects, some having reactive or interactive properties, including movement, audio, video, databases, artificial intelligence etc. Perhaps the most stimulating embodiment of these new environments are those that offer the participant the opportunity to meet and communicate with other visitors exploring the same virtual space/world. The Glasgow Directory is an established 3D web space, with around 10,000 visitors per year. The model represents approximayely 10,000 properties in the city and is populated by contextual information on its culture and socio-economic topography. This paper will describe the background to this VR space, and suggest a set of design criteria for successfully deploying multi-user software within this and similar environments. These criteria will take into account lessons learned by 'observing' and analysing how participants interact with the existing system under different conditions and also what benefits they perceive on entering the environment via the multi-user interface. These recommendations will hopefully be applicable to a wide spectrum of internet virtual environment builders and users.
series other
email
last changed 2001/09/14 21:30

_id 3dcd
authors Ennis, Gary and Maver, Tom
year 2001
title Visit VR Glasgow - Welcoming multiple visitors to the Virtual City
doi https://doi.org/10.52842/conf.ecaade.2001.423
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 423-429
summary The development of the Virtual Reality Modelling Language (VRML) for the Internet has resulted in the emergence of a multiplicity of 3D web sites. The metaphor used by these sites varies enormously from virtual galleries to virtual cities and style varies from abstract to reality. Additionally these worlds are populated by virtual objects, some having reactive or interactive properties, including movement, audio, video, databases, artificial intelligence etc. Perhaps the most stimulating embodiment of these new environments are those that offer the participant the opportunity to meet and communicate with other visitors exploring the same virtual space/world. The Glasgow Directory is an established 3D web space, with around 10,000 visitors per year. The model represents approximately 10,000 properties in the city and is populated by contextual information on its culture and socio-economic topography. This paper describes the background to this VR space, and suggests a set of design criteria for successfully deploying multi-user software within this and similar environments. These criteria take into account lessons learned by ‘observing’ and analysing how participants interact with the existing system under different conditions and also what benefits they perceive on entering the environment via the multi-user interface. These recommendations will hopefully be applicable to a wide spectrum of internet virtual environment builders and users.
keywords Virtual, City, 3-D, Databases, Interaction
series eCAADe
email
last changed 2022/06/07 07:55

_id 943c
authors Hendricx, A. and Neuckermans, H.
year 2001
title The object model at the core of the IDEA+ design environment
source Beheshti, R. (ed), Advances in Building Informatics, Proceedings of the 8th EuropIA International Conference on the application of Artificial Intelligence, Robotics and Image Processing to Architecture, Building Engineering & Civil Engineering, Delft, The Netherlands, April 25-27, 2001, pp. 113-125
summary This paper focuses on three different aspects in which the IDEA+ core model differs from many other product modelling research initiatives: the systematic approach in the construction of the model, the respect for the evolutionary nature of architectural design, and the use of actual and complete design cases to test the model. Key words: CAAD, product modelling, integrated design environment, MERODE 1 The IDEA+ project: towards an integrated design environment In spite of the extensive use of all kinds of hardware and software in the architectural offices, the use of computers still does not contribute essentially to better architecture. For the CAD packages on the one hand, they have proven to be an efficient alternative for the traditional drawing board. Yet they fail in the early conceptual stage of design where creativity and exploration play the leading role. For computational tests and analysis tools on the other hand, they can hardly handle the typical absence o
series other
email
last changed 2003/04/23 15:14

_id 4a1a
authors Laird, J.E.
year 2001
title Using Computer Game to Develop Advanced AI
source Computer, 34 (7), July pp. 70-75
summary Although computer and video games have existed for fewer than 40 years, they are already serious business. Entertainment software, the entertainment industry's fastest growing segment, currently generates sales surpassing the film industry's gross revenues. Computer games have significantly affected personal computer sales, providing the initial application for CD-ROMs, driving advancements in graphics technology, and motivating the purchase of ever faster machines. Next-generation computer game consoles are extending this trend, with Sony and Toshiba spending $2 billion to develop the Playstation 2 and Microsoft planning to spend more than $500 million just to market its Xbox console [1]. These investments have paid off. In the past five years, the quality and complexity of computer games have advanced significantly. Computer graphics have shown the most noticeable improvement, with the number of polygons rendered in a scene increasing almost exponentially each year, significantly enhancing the games' realism. For example, the original Playstation, released in 1995, renders 300,000 polygons per second, while Sega's Dreamcast, released in 1999, renders 3 million polygons per second. The Playstation 2 sets the current standard, rendering 66 million polygons per second, while projections indicate the Xbox will render more than lOO million polygons per second. Thus, the images on today's $300 game consoles rival or surpass those available on the previous decade's $50,000 computers. The impact of these improvements is evident in the complexity and realism of the environments underlying today's games, from detailed indoor rooms and corridors to vast outdoor landscapes. These games populate the environments with both human and computer controlled characters, making them a rich laboratory for artificial intelligence research into developing intelligent and social autonomous agents. Indeed, computer games offer a fitting subject for serious academic study, undergraduate education, and graduate student and faculty research. Creating and efficiently rendering these environments touches on every topic in a computer science curriculum. The "Teaching Game Design " sidebar describes the benefits and challenges of developing computer game design courses, an increasingly popular field of study
series journal paper
last changed 2003/04/23 15:50

_id a015
authors Leu, S.-S., Chen, C.-N. and Chang, S.-L.
year 2001
title Data mining for tunnel support stability: neural network approach
source Automation in Construction 10 (4) (2001) pp. 429-441
summary This paper presents a data mining approach to the prediction of tunnel support stability using artificial neural networks (ANN). The case data of a railway tunnel recently finished in Taiwan were used to establish the model. The main rock type was sedimentary rock. Rock mechanical and construction-related parameters with significant influences on support stability were filtered to train and test the ANN. Validation was also performed to show that the ANN outperformed the discriminant analysis and the multiple non-linear regression method in predicting tunnel support stability status.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id ga0135
id ga0135
authors Roncoroni, Umberto
year 2001
title BioIcons
source International Conference on Generative Art
summary BioIcons are images developed with artificial life, especially modified Cellular Automata to simulate a sort of living artistic tool. Each image is a spontaneous creation of Artificial Life: different shapes and colors are assigned to each cell of the digital being; this is done linking the “biological” state of each cell and the auto similarity existing between the cell and the digital being as a whole. The resulting picture is like a microscopic view, because we can endlessly magnify portions of the image, using this process to reach, conceptually and visually, the integration between Fractals andArtificial Life. BioIcons, as the rest of my work, is the product of my programming efforts: I think that using proprietary algorithms supports autonomy and originality. I started this work studying Cellular Automata algorithms; some of them are mutations of classic Cellular Automata, others are my own creations. After that, I studied how to force the Cellular Automata to behave like an artistic tool, introducing special parameters linked with color theory, perception and auto similarity. Finally, I studied an interface in such a way to allow interaction between the artificial artists and the user, and to transform the image into an interactive and dynamic process. The dynamic interactions between the piece of art and the public, the transformation of the artistic process into something open and free and the close connections between art and investigation are the orienting ideas of my artistic effort. Yet I’m also concerned with digital technology as it should be applied to art, mainly to discover the medium’s artistic language. I consider of great importance, for my artistic development, the opportunity to integrate my strong love for nature and life with art and mathematics, with the help of computer technologies.
series other
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id f2f0
authors Tang, Ming Xi and Frazer, John
year 2001
title A representation of context for computer supported collaborative design
source Automation in Construction 10 (6) (2001) pp. 715-729
summary This paper presents a computational definition of design context and discusses its role for collaborative design. A brief review of design representation and modeling approaches is given first. This is followed by a discussion on the necessity for modeling design context in collaborative design. This discussion provides a basis for a definition of design context and a description of Artificial Intelligence (AI) methods for representing and reasoning about this design context. The development of an intelligent collaborative design system supporting context management is presented. Finally, the limitations of our current approach to representing design contexts, and possible ways for future improvement are discussed.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:23

_id ga0110
id ga0110
authors Torriani, Franco
year 2001
title Organic-inorganic - The body: the displaced interface
source International Conference on Generative Art
summary Our body, as for other living creatures, is a set of organs, of elements pertaining to life. The Greek organikos, what serves as organon, is also an element of a working system, of an organisation. The body is an articulation of the environment, a link with what populates and forms it, a node of anindependent collective entity with which it establishes a relation, building artificial realities and symbols, thus something that represents something else. As an interface the body travels between adjoining areas extending the existing - creating... I share with Margaret A. Boden the thesis thatcreativity is not a natural category, remembering that her starting question: "what is creativity?" concerns the relation between the latter and the use of the computer
series other
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 0ca1
id 0ca1
authors Calderon, C, Cavazza., M
year 2001
title USING GAMES ENGINES TO IMPLEMENT INTELLIGENT VIRTUAL ENVIRONMENTS.
source Game-On 2001, Holiday Inn London Docks, London, United Kingdom , November 30 - December 1, 2001. http://hobbes.rug.ac.be/~scs/conf/gameon2001/index.php3
summary In this paper we present an Intelligent Virtual Environment (IVE) obtained by incorporating a problem solving mechanism (AI technique) into a Virtual Environment. In particular, in this paper, we will discuss the implementation of the interaction with the problem solving mechanism by using the following metaphor: the visual space provided by the Virtual Environment is seen as the search space
keywords Game Engines, Artificial Intelligence
series other
type normal paper
email
last changed 2005/12/02 11:19

_id ga0133
id ga0133
authors Comino, Angelo (Motor)
year 2001
title The Eliza’s Dream- Il sogno di Eliza
source International Conference on Generative Art
summary The Eliza’s dream (Il sogno di Eliza) is a small project about the practical use of generative or computer based methods applied on story writing. During this project the author, Motor (a.k.a Angelo Comino) explored all kind of help and interaction with the digital environment in order to write a common, but hopefully pleasant, mistery book, trough generative software,dialogues with classic artificial intelligence, with automated brainstormer or story telling expert systems.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id c78f
authors Fischer, T. and Herr, C.M.
year 2001
title Teaching Generative Design
source Soddu, C., ed. (2001). The Proceedings of the Fourth International Conference on Generative Art 2001. Milan, Italy: Generative Design Lab, DiAP, Politechnico di Milano University
summary Generative design, which integrates multidisciplinary types of expertise in unconventional ways, was reserved just until recently to experienced and highly autodidactic designers. However, growing recognition of the importance of generative design methodologies have resulted in a need to introduce theories and applications of generative design to undergraduate students as part of their design studies. This emerging educational field of generative design teaching currently lacks methodologies, teaching experience and introductory study material. Available textbooks related to algorithmic form generation, discussing algorithmic growth, artificial life, fi-actal images, emergent behaviour and the like have originated in the field of mathematics. This resource provides an abundance of examples and generative approaches but when adapted to design education, it poses great interdisciplinary challenges which are addressed in this paper. Experiences in generative design teaching are presented, focusing on the relation between algorithmic reproduction of nature (as emphasized by authors in the mathematical field) and innovation (as commonly emphasized in design education). This discussion leads to a derivation of pedagogic suggestions as early steps on the way towards theories and curricula of generative design teaching, addressed to curriculum planners, generative design teachers as well as novices of the field such as undergraduate students.
series other
last changed 2003/04/23 15:50

_id ga0129
id ga0129
authors Fischer, Thomas and Herr, Christiane M.
year 2001
title Teaching Generative Design
source International Conference on Generative Art
summary Generative design, which integrates multidisciplinary types of expertise in unconventional ways, was reserved just until recently to experienced and highly autodidactic designers. However, growing recognition of the importance of generative design methodologies have resulted in a need to introduce theories and applications of generative design to undergraduatestudents as part of their design studies. This emerging educational field of generative design teaching currently lacks methodologies, teaching experience and introductory study material. Available textbooks related to algorithmic form generation, discussing algorithmic growth, artificial life, fractal images, emergent behaviour and the like have originated in the field of mathematics. This resource provides an abundance of examples and generative approaches but when adapted to design education, it poses great interdisciplinary challenges which are addressed in this paper. Experiences in generative design teaching are presented, focusing onthe relation between algorithmic reproduction of nature (as emphasized by authors in the mathematical field) and innovation (as commonly emphasized in design education). This discussion leads to a derivation of pedagogic suggestions as early steps on the way towards theories and curricula of generative design teaching, addressed to curriculum planners, generative design teachers as well as novices of the field such as undergraduate students.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 8af6
authors Hoffmann, O., Stumptner, M. and Chalabi, T.
year 2001
title Tolerating Inconsistencies. The Distributed Perspectives Model
source Proceedings of the Ninth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-7023-6] Eindhoven, 8-11 July 2001, pp. 375-386
summary A new design model is presented. Information on the design is distributed over multiple self-contained design perspectives and translation functions between design perspectives. Inconsistencies between specifications in different design perspectives introduced by human designers are temporarily tolerated in order to support creative design processes. The implementation of a design support system currently under evaluation is outlined.
keywords CAD, Microstation, Artificial Intelligence, Creativity, Urban Design, Typology, Java, JATLite, JATLiteBean, Agent, JESS
series CAAD Futures
email
last changed 2006/11/07 07:22

_id ga0122
id ga0122
authors Miranda Carranza, Pablo
year 2001
title Self-design and Ontogenetic evolution
source International Conference on Generative Art
summary The context and long term goal of the project is to develop design environments in which the computer becomes an active and creative partner in the design process. To try to set-up a system that would enhance the design process by suggesting possibilities, has been preferredto an approach that emphasises optimisation and problem-solving.The work develops around the general concept of morphogenesis, the process of development of a system's form or structure. Besides the obvious example of embryological growth, biological evolution, learning, and societal development can also be considered as morphogenetic processes.The aim is to set a foundation from where latter work can develop in the study of how form unravels, and the implications and possibilities of the utilisation of such processes in design. Some basic principles are established, regarding the idea of Ontogenesis, the study of thedevelopment of organisms, and Epigenesis, the mode Ontogenesis operates.Drawing on D’Arcy Thompson’s ideas and inspired on the models and approaches developed in the recent field of Artificial Life, this work explores the possibilities of using a model based in bone accretion to develop structural systems. The mechanisms by which bone is able toadapt are relatively known and simple, and at the same time they address a sensible problem, such as it is the case of the static performance of a structure. This may seem contradictory with what was mentioned above regarding problem solving. The problem is anyway approached not with the intention of finding optimal solutions, but challenging and creativeones. It is not answers the computer should provide, but questions about the problematic of the design. It is in this context of “problem-worrying” (as opposed to problem solving) that the work has been carried.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id c55e
authors Miranda, Pablo
year 2001
title Self-design and Ontogenetic evolution
source 4th International Conference on Generative Art, Politecnico di Milano University, Milan, Italy
summary The work develops around the general concept of morphogenesis, the process of development of a system's form or structure. Besides the obvious example of embryological growth, biological evolution, learning, and societal development can also be considered as morphogenetic processes. The aim is to set a foundation from where latter work can develop in the study of how form unravels, and the implications and possibilities of the utilisation of such processes in design. Some basic principles are established, regarding the idea of Ontogenesis, the study of the development of organisms, and Epigenesis, the mode Ontogenesis operates. Drawing on D'Arcy Thompson's ideas and inspired on the models and approaches developed in the recent field of Artificial Life, this work explores the possibilities of using a model based in bone accretion to develop structural systems. The mechanisms by which bone is able to adapt are relatively known and simple, and at the same time they address a sensible problem, such as it is the case of the static performance of a structure. The problem is anyway approached not with the intention of finding optimal solutions, but challenging and creative ones. It is not answers the computer should provide, but questions about the problematics of the design. It is in this context of 'problem-worrying' (as opposed to problem solving) that the work has been carried.
keywords Ontogenesis; Bone Accretion; Self-designed Structures; Problem-worrying
series other
email
last changed 2003/03/24 16:47

_id 793a
authors Turk, Ziga
year 2001
title Multimedia: providing students with real world experiences
source Automation in Construction 10 (2) (2001) pp. 247-255
summary Multimedia has been quickly accepted by the engineering community. In the first part of the paper, the author provides a theoretical explanation why multimedia is popular in engineering: because it tries to provide an artificial "being-in-the-world" experience. This explanation is backed-up by Heidegger's philosophy and Winogard's critique of artificial intelligence (AI). Heidegger believed that humans basically act pre-reflectively, depending on the situation into which they are thrown. Such decisions are based on common sense and intuitive knowledge accumulated while "being-in-the-world", and particularly during breakdowns. Engineering students have few opportunities to observe breakdowns, however, information technology, particularly virtual reality and multimedia provide them. In the second part of the paper, a system to teach earthquake engineering is presented, based on the principles of breakdown-oriented learning. The system is built around a multimedia database that contains digitised photographs of damages caused by some of the recent major earthquakes. To a large extent, such multimedia tools can replace the learning from real breakdowns and complements theoretical knowledge that can be passed on using traditional means.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:23

_id ga0132
id ga0132
authors Abe, Yoshiyuki
year 2001
title Beyond the math visualization - Geometrica and Stochastica
source International Conference on Generative Art
summary Mathematically controlled imaging process provides attractive results because of its infinite scaling capabilities with some other elements that contribute to the visualization. Its global/local and precise manipulation of parameters holds potential for realizing an unpredictable horizon of imagery. When it meets the artist's taste, this method could be a strong enough system of creation, and I have been producing images using the surfaces of hyperbolic paraboloid. On the other hand, a method absolutely free from the geometric parameter manipulation is possible with a stochastic process [1]. Like the technique of pendulum in photography, while its production rate of acceptable result is very low, its potential of generating a strong visual message is also very attractive. It is possible to set stochastic elements at any stage of the process, and conditional probability on those elements, or the hierarchy of probability management characterizes the probability distribution. Math space has no light. No gravity. No color on the math surfaces. And the math equation providesonly the boundary in 3D or higher mathematical dimensions. The fact means that artists can keep artistic reality with their unique tastes in colors on the surface and light sources, and this is the most important element of the math based imaging. Being able to give artists' own choice of colors and that the artist may take only right ones from the results of a stochastic process guarantee the motif and aesthetics of artist could be reflected onto the work.
series other
email
more http://www.generativeart.com/
last changed 2003/11/21 15:15

_id 7897
authors Achten, Henri and De Vries, Bauke
year 2001
title Multiple Sketch Users in DDDoolz
source Stellingwerff, Martijn and Verbeke, Johan (Eds.), ACCOLADE - Architecture, Collaboration, Design. Delft University Press (DUP Science) / ISBN 90-407-2216-1 / The Netherlands, pp. 153-162 [Book ordering info: m.c.stellingwerff@bk.tudelft.nl]
summary This paper presents DDDoolz, a desktop-VR three-dimensional voxel sketchtool. DDDoolz is developed in the Design Systems Group to explore the use of Virtual Reality technology in the early design stage. The aim is to offer a sketch-like environment in VR with an unobtrusive interface. The paper presents DDDoolz, how it is used in education and with partners in architectural practice, and some future developments. As an extension to current functionality, the possibility of multiple users at the same time will be developed in the system for the {ACCOLADE} workshop.
series other
email
last changed 2001/09/14 21:30

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